OK, let's try. I'll keep you posted. Thanks :)
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I do have dotnet framework installed, I do use C# myself :) ...also, I needed to fixed typo - what I meant was "I'm on Windows..." :)
I checked on AV already, tried to run with AV disabled - nothing changes. That's probably much more specific issue - maybe compatibility with specific Win update?
looks promising, but unfortunately I'm unable to run the game. Double click doesn't work nor running from the terminal. No error message, no stacktrace, nothing. I'm on Windows 10 64-bit.
Could you please help me with that issue?
I can reproduce it. All you need to do is run game under seed872, on easy, then move.
I tried to test it a bit, so - some 1. I can reproduce bug only under this specific seed. 2. Resolution and fullscreen status are irrelevant. 3. It doesn't trigger on medium nor on hard. 4. Herb naming style doesn't matter.
After reviewing process, finally I have enough time to check some 7DRL entries at my own. I heard good things about Quinta Essentia, and I wasn't disappointed. The first thing I noticed is Unity, though - and I didn't play good unity 7drl... Well, until now. I could write long post about game mechanics, alchemy system, graphics (even if it's based on existing tilesets), etc. But as most impressive I found how you managed, in 7 days, to make that big *and* polished game.
Ah, but besides compliments, I have bug report for you. It was my first run - I checked "?" already, dragged map here and there as well. I wanted to move right, towards couldron (but I wasn't bumping it yet). Animation started to process, but then game froze - I had kill it manually. No error messages, no log file created. I was playing in 1366x768 window, on easy, using slavic herb names; world seed: seed872.
edit: It's a long shot, but... are you Deaven from ADOM forum?
Thanks! :) Comparison with DoomRL is huge praise!
> I'm excited to look at your other work!
It's my best game so far. But I'm going to use RRT's mechanics in a bit larger project - I hope it goes well :)
>The bug appeared on the screen with victory text
Ah, I see it now! OK, it will be fixed in next release. Thanks for help!
>Is the number of enemies in each carriage randomised as well?
Yes, partially. Number of enemies is random within a range specified for each car. So, there are easier and harder levels, but some variety is provided ;)
I can't reproduce multiplying score bug, nor see the reason in code. Which screen was affected? With flavour victory/lose text, or with high scores list?
I added quitting game by "X" button, but it's going to be some kind of panic button (close immediately, save game) for now - until I'll implement submenu for handling this case.
Actually, there is no progression - except starting and final levels, the order of carriages is random.
And introducing progression through weapons is not likely. Don't get me wrong, I see the point. But it can't be done easily due to basic game mechanics. Enemies have only 1 HP, so I can't just buff weapon damage. There are other properties (accuracy, effective range), but I can tinker with them only a little - five shots off target in a row would be opposite of fun ;) ...on the other hand, maybe I could add new mechanics, like sawn-off shotgun with cone area-of-fire...
> a knife is very overpowered weapon, cause it kills emenies with 1-2 spabs
Similarly to revolver on medium (10-20 tiles) range and rifle on long (>20 tiles) range. But I have to agree that it's too easy to lure enemies into melee combat. ...what if enemies, aware of player, would shoot through doors, with accuracy penalty?
Hello! I'm gland you liked it, and thank you very much for feedback :)
Because of time pressure, I forgot to include info about some keybindings in readme or in-game - I will fix it in post-campo release. To quit game during run, you need to use <SHIFT>+Q. To save a game - <SHIFT> + S. To close high scores screen, player needs to press <SPACE> or <ENTER> or <ESC>.
At first, I'd like to obtain more info about bugs. What version were you playing? What is your OS? How did you try to close window? Are you sure that you turned animations on? It's off by default as it doesn't fit architecture *that* well.
Generation of levels is kind of long story... Carriages are not always the same - I'm using template to determine their shape, and details are randomly chosen from prefabs. I think it would work well for some sort of semi-open-world game (I thought about "clean village from bandits" trope as well), but because carriages are rather small and symmetric, it didn't work out. All implemented (semi)procedurally generated elements serves fluff and flavor mostly. I thought about using "real" procedural generation, but I didn't have enough time. But it's on my todo list :)
More guns, and bigger differencies between guns, are also todo :) but not very high in priority. My initial goal wasn't about progress. I just wanted provide variety to gameplay - as enemies follows the same set of rules as player, bandit with Winchester rifle is more dangerous than one with Springfield. I don't know if I'm going to implement real progression, thought - due theme, this game has very limited scope. Yet, I like Old West enough to try implement somethign bigger in future...
First, I have to tweak RAWIG template. It worked well as 7drl architecture, but it was first time when I used it for real development, and I learnt what its flaws are. Performance of AI algorithm must be improved...
Once again, thanks for feedback and playing :)
It's finished! I had not enough time to polish start screen, and high scores, there are bugs to fix... But game is complete. I'm going to release more polished post-campo version as well. For now, enjoy:
Let me just copypaste from twitter...
I am really tired after 5th day of #7DRL. Earlier this campo, I wrote lots of crappy code, and its debugging is a chore.
But at the end of the day, I have animations (well, *sort of*... you'll see that train is moving, that's all), victory / lose screens and better msg log... And that's all what I really need - for now, at least.
On the other hand, I'm not overly pleased with Rogue Robs Trains. For me, small project like 7DRL needs two things: fun core mechanics, and high replayability. And as I'm happy with the former, RRT lacks the latter...
But, with core mechanics already done, I may follow this trope post campo...
It all looks pretty impressive already, but after reading your posts, I'm still not sure what's the core of this game. What is (or will be), in your opinion, most important mechanics of Cyborg?
Of course, I wanted to do much more today. In fact, I wanted to have finished game, ready for polishing process, after 4th day of 7DRL. It didn't work out, but I think I'm still good at schedule :) TODO: add missing messages; work on simple animation of moving train.
I hope you'll like it :)
At the end of the day #3, I can't say I'm pleased. I should do much more! But maybe I pressed myself a bit too much yestarday, and I had to take a little rest... On the other hand, I had very nice talk with Brian Bruggeman, author of excellent font I started to use - Deferral-Square.
Second day of 7DRL passed. I'm rather pleased with my progress - 75% mechanics and levels is done already. I hope that I'll finish it tomorrow - I'd like to have 4 days to polish release!
Setting square font is somewhat problematic - using BearLibTerminal "Set" function to force font size to 18x18 didn't work as expected.
This year, I'm working on the roguelike about robbing Old West trains. I don't know if I'll manage to add all features I'd like (dynamic backgroud rendering, for example), but as the minimal product I want to create features interesting ranged combat mechanics, good procedural level generation (based on prefabs and templates), and win condition.
Game will be build with use of Go 11.5, BearLibTerminal 0.15.7, and GCC 8.1.0.
I'm using roguelike template I'm working on since August. It means that I have lots of systems already done - collisions, rendering, sarializing, etc. You can find RAWIG here. It was meant to be clean, easy to expand and modify game template... But it isn't very clean already :F Anyway, it's great help for me.
Yesterday, ie day before start, I set repository up, and made some small changes to RAWIG codebase.
Even with advantage of existing architecture, I didn't manage to tinker with content during first day of competition. But there was good reason for that: I spent whole day working on ranged combat. Since game theme is Old West, I wanted to use classic revolvers that need to be cocked before shoot, and that take some time to reload. The player-side of mechanics was rather straightforward, but adding all these cocking, uncocking, reloading, etc. mechanics to AI, and making sure that AI behaviour will remain sensible, wasn't that easy. But - it works now, so I could be proud of me. But, you know, I won't. I'm still, if working under time pressure, terrible coder, and my AI function is monstrosity. I'm gonna go to hell because of code duplication in func HandleAI().
After first day, my game still uses generic samples as game levels and enemies names. It still looks kind of cool:
I'm planning to release windows and linux builds. Anyone keen to build RRT for Mac is welcome! :)
Ouh. Even on roguebasin your official site changed to itch.io, I assumed that the old one was deleted already. Thank you very much, it's exactly what I was looking for! But shame on me, the old site is the 5th result in google...
Lack of support for Mac doesn't bother me - as I wrote, it's for archiving purposes. I'm just trying to save as much roguelikes as possible, including every released version.
I remember playing 1.6.4, I'm going to try 1.7.0 as well, definitely :)
Hello! Is it possible to reach old releases in any way? I'd like to download them for documentation purposes :) I read your devlog so I know that lots of data vanished already, but what's about later iterations? Linux / OSX build of 1.6.4 / 1.6.1?
Cześć, mohaxomaxa. You are right, I'm Polish :) Thank you for your kind words! But most of credits should go to Cebollinos, original creator of PabloQuest - I made only minor changes, tweak here and there.
Source code is freely available, ISC licensed, and it's included in game archive in source subfolder.
Btw, just noticed that I should fix some huge grammar mistakes in changelog...
Every time when I was reviewer, the official guidline stated that we should always use the most recent, even post-campo release. So, I think it's just OK to upload new, fixed version of your game.